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	<h1>[name]</h1>

	<p>
		This guide provides a brief overview of the basic components of a web-based VR application
		made with three.js.
	</p>

	<h2>Workflow</h2>

	<p>
		First, you have to include [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/webxr/VRButton.js VRButton.js]
		into your project.
	</p>

	<code>
import { VRButton } from 'three/examples/jsm/webxr/VRButton.js';
	</code>

	<p>
		*VRButton.createButton()* does two important things: It creates a button which indicates
		VR compatibility. Besides, it initiates a VR session if the user activates the button. The only thing you have
		to do is to add the following line of code to your app.
	</p>

	<code>
document.body.appendChild( VRButton.createButton( renderer ) );
	</code>

	<p>
		Next, you have to tell your instance of *WebGLRenderer* to enable XR rendering.
	</p>

	<code>
renderer.xr.enabled = true;
	</code>

	<p>
		Finally, you have to adjust your animation loop since we can't use our well known
		*window.requestAnimationFrame()* function. For VR projects we use [page:WebGLRenderer.setAnimationLoop setAnimationLoop].
		The minimal code looks like this:
	</p>

	<code>
renderer.setAnimationLoop( function () {

	renderer.render( scene, camera );

} );
	</code>

	<h2>Next Steps</h2>

	<p>
		Have a look at one of the official WebVR examples to see this workflow in action.<br /><br />

		[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
		[example:webxr_vr_cubes WebXR / VR / cubes]<br />
		[example:webxr_vr_dragging WebXR / VR / dragging]<br />
		[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
		[example:webxr_vr_paint WebXR / VR / paint]<br />
		[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
		[example:webxr_vr_panorama WebXR / VR / panorama]<br />
		[example:webxr_vr_rollercoaster WebXR / VR / rollercoaster]<br />
		[example:webxr_vr_sandbox WebXR / VR / sandbox]<br />
		[example:webxr_vr_sculpt WebXR / VR / sculpt]<br />
		[example:webxr_vr_video WebXR / VR / video]
	</p>

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